Hi everyone,
I’ve created a custom GLSL shader in Unity to have rounded corners on the Image component. The shader works perfectly, except when I add a Mask component to the GameObject. When the Mask component is added, all child objects become transparent.
I’ve read various suggestions online and from ChatGPT, indicating that I need to copy the Stencil settings from the original UI shader. However, implementing these suggestions hasn’t resolved the issue.
this is my code
Shader "Custom/UIRoundedCorners"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (0, 0.2, 1, 1) // Default color set to blue
_Size ("Size", Vector) = (900, 300, 0, 0) // Width and Height
_EdgeSoftness ("Edge Softness", Float) = 1.0
_Radius ("Radius", Float) = 30.0
_UsePercentage ("Use Percentage", Float) = 0.0 // 0 for static, 1 for percentage
_UseHeight ("Use Height for Percentage", Float) = 0.0 // 0 for width, 1 for height
}
SubShader
{
Tags{"Queue" = "Transparent"}
LOD 200
Blend SrcAlpha OneMinusSrcAlpha // Enable transparency
ZWrite Off // Disable depth writing for UI elements
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _Color; // Color property
float4 _Size; // Width and Height
float _EdgeSoftness;
float _Radius;
float _UsePercentage;
float _UseHeight;
// The vertex shader
v2f vert (appdata_t v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
// SDF function
float roundedBoxSDF(float2 CenterPosition, float2 Size, float Radius)
{
return length(max(abs(CenterPosition) - Size + Radius, 0.0)) - Radius;
}
// The fragment shader
half4 frag (v2f i) : SV_Target
{
// The pixel space scale of the rectangle.
float2 size = _Size.xy;
// Assuming the center of the image is the origin (0, 0)
float2 fragCoord = (i.uv - 0.5) * size; // Scale UV to pixel coordinates, centering around (0,0)
// How soft the edges should be (in pixels)
float edgeSoftness = _EdgeSoftness;
// The radius of the corners
float radius = _Radius;
// Calculate the radius based on percentage if needed
if (_UsePercentage > 0.5)
{
if (_UseHeight > 0.5)
{
radius = (_Radius / 100.0) * size.y;
}
else
{
radius = (_Radius / 100.0) * size.x;
}
}
// Calculate distance to edge
float distance = roundedBoxSDF(fragCoord, size / 2.0f, radius);
// Smooth the result (free antialiasing)
float smoothedAlpha = 1.0f - smoothstep(0.0f, edgeSoftness * 2.0f, distance);
// Return the resultant shape with the selected color
half4 quadColor = lerp(half4(1.0f, 1.0f, 1.0f, 1.0f), _Color, smoothedAlpha);
// Only make white areas transparent
if (abs(_Color.r - 1.0f) < 0.01f && abs(_Color.g - 1.0f) < 0.01f && abs(_Color.b - 1.0f) < 0.01f)
{
// Keep alpha as is if color is white
quadColor.a = smoothedAlpha;
}
else
{
// Apply alpha blending based on smoothedAlpha
quadColor.a *= smoothedAlpha;
}
return quadColor;
}
ENDCG
}
}
}